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using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.Callbacks; | |
using System.IO; | |
using System; | |
using System.Text.RegularExpressions; | |
using System.Linq; | |
// Original code by PlayItSafe_Fries |
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// Drop this into a custom Shader Graph node, then output it to Unlit master Color and Alpha. | |
// If you want the point light to also behave as a directional light then instead of passing | |
// the Vertex world position pass the last column of the model Transformation matrix (Transformation node) | |
// instead. | |
// NOTE: this function removes GI feature entirely, as it wasn't necessary for my purpose. | |
void PBR_ZeroAttenuation_half(half3 Albedo, | |
half Metallic, | |
half3 Specular, | |
half Smoothness, | |
half3 Emission, |
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// When creating shaders for Universal Render Pipeline you can you the ShaderGraph which is super AWESOME! | |
// However, if you want to author shaders in shading language you can use this teamplate as a base. | |
// Please note, this shader does not necessarily match perfomance of the built-in URP Lit shader. | |
// This shader works with URP 7.1.x and above | |
Shader "Universal Render Pipeline/Custom/Physically Based Example" | |
{ | |
Properties | |
{ | |
// Specular vs Metallic workflow | |
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0 |
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// | |
// cc sdl-metal-example.m `sdl2-config --cflags --libs` -framework Metal -framework QuartzCore && ./a.out | |
// | |
#include <SDL.h> | |
#import <Metal/Metal.h> | |
#import <QuartzCore/CAMetalLayer.h> | |
int main (int argc, char *args[]) | |
{ | |
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal"); |
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// This one is tied up with JMO toon shading, so I can't just past the shader :/ | |
half _SmushMinZ; | |
half _SmushXYOffset; | |
half4 _SmushCenterPos; | |
half4 initWorldPos; | |
// Vert | |
o.initWorldPos = worldPos; | |
half dist = _SmushMinZ - o.initWorldPos.z; | |
if(worldPos.z < _SmushMinZ) |
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import { google } from 'googleapis'; | |
/*******************/ | |
/** CONFIGURATION **/ | |
/*******************/ | |
const googleConfig = { | |
clientId: process.env.GOOGLE_CLIENT_ID, // e.g. asdfghjkljhgfdsghjk.apps.googleusercontent.com | |
clientSecret: process.env.GOOGLE_CLIENT_SECRET, // e.g. _ASDFA%DFASDFASDFASD#FAD- | |
redirect: process.env.GOOGLE_REDIRECT_URL, // this must match your google api settings |
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Shader "Name" { | |
Properties { | |
_Name ("display name", Range (min, max)) = number | |
_Name ("display name", Float) = number | |
_Name ("display name", Int) = number | |
_Name ("display name", Color) = (number,number,number,number) | |
_Name ("display name", Vector) = (number,number,number,number) |
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using UnityEngine; | |
using UnityEditor; | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Reflection; | |
public class EditorCoroutineRunner | |
{ | |
[MenuItem("Window/Lotte's Coroutine Runner: Demo")] |
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// NOTE DONT put in an editor folder | |
using UnityEngine; | |
public class HighlightAttribute : PropertyAttribute | |
{ | |
public HighlightColor Color; | |
public string ValidateMethod; | |
public object Value; |
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// NOTE DONT put in an editor folder | |
using UnityEngine; | |
public class StatsBarAttribute : PropertyAttribute | |
{ | |
public string valueMax; | |
public StatsBarColor color; | |
public StatsBarAttribute(string valueMax = null, StatsBarColor color = StatsBarColor.Red) |
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